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本文引用的文献

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Disruptive Behaviors in Physical Education: A Matched Study of Social Skills and Sport Practice in a Region of Spain.体育教育中的扰乱行为:西班牙一地区社会技能和运动实践的匹配研究。
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A self-determination approach to the understanding of motivation in physical education.一种理解体育教育中动机的自我决定论方法。
Br J Educ Psychol. 2001 Jun;71(Pt 2):225-42. doi: 10.1348/000709901158497.
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Achievement goals in sport: the development and validation of the Perception of Success Questionnaire.运动中的成就目标:成功感知问卷的编制与验证
J Sports Sci. 1998 May;16(4):337-47. doi: 10.1080/02640419808559362.
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Goal orientations and perceived purposes of training among elite athletes.精英运动员的目标导向与训练目的认知
Percept Mot Skills. 1996 Oct;83(2):463-71. doi: 10.2466/pms.1996.83.2.463.
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Effect of goal orientation on achievement beliefs, cognition and strategies in team sport.目标定向对团队运动中成就信念、认知及策略的影响。
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游戏化作为一种教学模式,用于提高体育教育中的动机并减少破坏性行为。

Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education.

作者信息

Soriano-Pascual Marta, Ferriz-Valero Alberto, García-Martínez Salvador, Baena-Morales Salvador

机构信息

Department of General and Specifics Didactics, University of Alicante, 03690 San Vicente del Raspeig, Spain.

EDUCAPHYS Research Group, Department of General and Specifics Didactics, University of Alicante, 03690 San Vicente del Raspeig, Spain.

出版信息

Children (Basel). 2022 Dec 8;9(12):1931. doi: 10.3390/children9121931.

DOI:10.3390/children9121931
PMID:36553374
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9777465/
Abstract

The application of gamified learning in physical education is becoming increasingly popular. The aim of this work was to compare the effects of gamification versus traditional methodology to check whether there were differences in the attitudes of the students. A quasi-experimental design study was carried out. The sample consisted of 66 students in Secondary Education. Three questionnaires, POSQ (Perception of Success), BPN (Basic Psychological Needs) and CCDEF (Disruptive Behaviour in Physical Education), were used in both groups before and after carrying out each proposal. Firstly, an independent samples Student’s t-test was performed. The results showed significant final differences in all variables except two: competence (p = 0.068) and aggressiveness (p = 0.136). Secondly, a paired samples t-test was performed. In this case, the control group showed a significant decrease in the variables task orientation (p = 0.004) and autonomy (p < 0.001). According to the experimental group, all variables showed significant differences (p < 0.05), except for two, competence (p = 0.223) and aggressiveness (p = 0.056). Therefore, it was concluded that, with the gamified learning, the students expressed higher levels of task orientation, all BPNs and lower levels of disruptive behaviours than the students who were subjected to the traditional methodology. This kind of intervention can help to improve the quality of education as set out in the SDGs through Quality Education.

摘要

游戏化学习在体育教育中的应用越来越受欢迎。这项研究的目的是比较游戏化教学与传统教学方法的效果,以检验学生态度是否存在差异。我们进行了一项准实验设计研究。样本包括66名中等教育阶段的学生。在实施每种教学方案前后,两组学生都使用了三份问卷,分别是POSQ(成功感知问卷)、BPN(基本心理需求问卷)和CCDEF(体育课堂中的破坏性行为问卷)。首先,进行了独立样本t检验。结果显示,除能力(p = 0.068)和攻击性(p = 0.136)这两个变量外,所有变量最终都存在显著差异。其次,进行了配对样本t检验。在这种情况下,对照组在任务导向(p = 0.004)和自主性(p < 0.001)变量上显著下降。而实验组中,除能力(p = 0.223)和攻击性(p = 0.056)这两个变量外,所有变量均显示出显著差异(p < 0.05)。因此,得出的结论是,与采用传统教学方法的学生相比,采用游戏化学习的学生表现出更高的任务导向水平、所有基本心理需求水平以及更低的破坏性行为水平。这种干预措施有助于通过优质教育实现可持续发展目标中所提出的教育质量提升。